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

Reinforcements 

Card Number - SDY-031 
Average Rating - 3.70 (based on 4 reviews)

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

Date Reviewed - May 20, 2002

SomeGuy Reinforcements, versatility in its best form. The main rule to Reinforcements is to not waste it at any given moment. Save Reinforcements for when you really need a boost of power to destroy your opponents monster or to finish off your opponents Life Points.

Reinforcements is a great surprise card that can work as an excellent tool in many situations.

Picture this, your opponent has a face down monster on the field, *Aqua Madoor* and you are attacking with a Battle Ox, Neo the Magic Swordsman, Ryu-Kishin Powered and/or La Jinn the Mystical Genie of the Lamp. Once you attack, all you have to do is simply flip over Reinforcements and your monster is saved while the Aqua Madoor dies.

It's also great when two decks with similar monsters are facing off and you both have some identical monsters in play. The player that draws the more Reinforcements will surely have the monster advantage.

And the most obvious reason for Reinforcements is the extra damage you can deal to your opponents Life Points. Are you a few hundred points away from winning the game this turn? *Flip* Reinforcements, game.

Of course if you don't have any monsters in play Reinforcements can be completely useless, but that's just something you will have to live with. Even with this "drawback" it's still a great card worth considering in most decks.

Overall Rating: 4.0 (A simple 500 Points can go a long way)

CODITH Reinforcements
Type- Trap
Rating Avg 3.5
Casual-4
tourney-3


This card is great, Really mess up your opponent. This card is great when 
you have to take down big monsters like summonskull and judgeman. It is also 
good in trapping your opponent, Its good during either players turn. 1) 
When you need more power to kill your opponents monster 2) when you put them 
in a trap when they attack you and then play reinforcements causing them to 
lose Lp and there monster. Reinforcements in my mind should be played in 
everyones deck, its that kind of card but i dont think its worthy of a high 
rating because i dont think its a game breaking card.

Casual-4
Tourney-3

CODITH
CCGChewie Monday- Reinforcements

Big Brother to Castle Walls, Reinforcements is actually useful. Adding 500 ATK points is a lot with the current cards available. Granted, in later sets 500 isnít anything to sneeze at, but right now, if you flip this guy over, youíll win the battle assuming they donít play any traps in response. The only way to block Reinforcements is with Reverse Trap or another Reinforcements yourself. I seriously recommend playing one or two in your deck and maybe a reverse trap or two in your sideboard, at the very least. 

Rating: 3/5 Ė Useful card, but due to deck constraints, itíll be one of the first to go.

NickWhiz1
Overall Score: 3.5 (attack boosts are good)
Casual Play: 3.0
Tournament Play: 4.0
 
I introduce you to Castle Wall's long-lost brother, Reinforcements.  Instead of increasing Defense, we get to increase Attack.  This is actually a quite popular card, as it is normally used in BEWD-destroying combos with Summoned Skull/Dark Magician.  500 extra Attack points may give your monster the edge you need to win a game.  The only limitation is, like all other Trap cards, you can't play it the same turn you set it on the field, so you have to wait.
 
It doesn't give any other restrictions as to when you can play it, but it is normally assumed that you are going to activate it during a Battle Phase.  Yes, you can activate it on your opponent's Battle Phase.  You can goad your opponent into attacking your Battle Ox with their La Jinn, only for you to flip over Reinforcements and watch La Jinn and 400 LP go straight to the Graveyard.  This tactic can also be used against you, so don't think that Summoned Skull can't beat your big bad BEWD.
 
Combos:
 
Reinforcements + Yami + Summoned Skull/Dark Magician = Toasted BEWD.
 
Reinforcements + Battle Ox/Neo = Toasted La Jinn.
 
Reinforcements + Man-Eater Bug = Rats, still 50 short of destroying an attacking Wall of Illusion =(
 
Counters:
 
Remove Trap = You can't play it if they destroy it first.
 
Casual Play:
It can never hurt to throw 1 or 2 of these guys in your deck or Side Deck.  They may help you.
 
Tournament Play:
Play at least 2, either in your deck or Side Deck.  Tourneys will probably rely on power, and 500 attack points added on to any monster can help.
 
Verdict:
Power is good.  Remember that.
 
Metal Raiders:
This card gets slightly weakened because of God's Declaration, Thieves' Swiss Army Knife, and Tempest, but it's still fairly useful.  It'll be a little bit before we start getting more useful Equipment cards.

 

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