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

Mystical Knight of Jackal

Card Number - PGD-069

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

Date Reviewed - 09.18.03

DuelMonster Thursday:

Mystical Knight Of Jackal/Jackal Paladin:
PGD-069-Ultra Rare
Light/Beast-Warrior/7/2700/1200
Effect: You can return your opponent’s own monster that is sent to the Graveyard by this monster as a result of battle to the top of his/her Deck.


Well now, KOJ & UDE decided to change "Paladin" to "Mystical Knight", so future "Paladins" will be named something like "Mystic Night Of Amazoness" and "Dark Mystical Knight" or something better hopefully. As for the Jackal now, a 2 tribute 2700 attacker which can take down almost any other 1 or 2 tribute monster out right now, and has a major advantage of an effect that can become a lock if played right.

First a note on his effect: If you choose to use this effect, it is triggered AFTER the destroyed Monster is placed in the Graveyard, so a Monster that has an effect that triggers when it's "Sent to the Graveyard" such as Witch of the Black Forest and Sangan or "Sent to the Graveyard as a result of Battle" such as Mystic Tomato and Nimble Momonga will indeed have their effects activated.

A Yata-Lock consists of stopping the opponent from drawing, now a Jackal-Lock consists of making the opponent draw the same monster(s) over and over unless they choose not to play a monster and to take direct damage in hopes of drawing a useful card next turn. The ideal setup would be having the opponents hand and field clear and destroying the only monster(s) they have out with the Jackal making them draw that same monster again. So if the destroyed monster was a tribute monster they won't get a chance to play it and will take direct damage but then draw a new card on their next turn. Now if the destroyed monster was just some regular monster (like not a Wall Of Illusions or something) then they will most likely set it again to defend their LP and thus the loop begins.

The best thing about a Jackal-Lock compared to a Yata-Lock is that Jackal isn't a Spirit monster so you can summon more and more monsters every turn to bring a real hurting to the opponent in just a few short turns. That and having 2700 ATK won't leave them much to defend with unless the only monster they have is a WotBF or Sangan which will let them search their deck every time Jackal Destroys and returns them to the deck, but Jackal has the option to not send the destroyed monster back so it shouldn't begin to be a problem in most cases.

The same Lock idea can be achieved with The Winged Sage Falcos but it has 1000 less ATK but is just a Lv.4 monster so it's quicker to get onto the field. I just you can use both monster in the same deck to cut the opponents options now quicker, and with some nice new cards on the way to help out, The Mystic Knight Of Jackal will be a nice Tournament playable card and should definitely be tried out if you haven't already.

Ratings:
Casual: 4.0
Tourney: 4.0
ArtWork: 4.0 - A very stern and strong looking monster glowing with powers, powers to that send its victims back to be slaughtered again and again. 
Pegasus Mystical Knight of Jackal, 9/18/03:

I've gotten to really like this card since I first saw its effect. First, it's one of the best ways to get rid of that pesky Dark Necrofear. Second, your opponent wastes a draw phase getting back a card. Third, it's optional.

This card is also incredibly fun to use against Sinister Serpent. Instead of getting SS back and drawing a card, they just get SS back. If they keep setting SS they won't draw cards ("Jackal lock"). If they don't, their LP is clear. This forces your opponent into a dilemma (not only with SS, but anytime your opponent only has one monster in their hand):

- Should I set this monster and be stuck in a lock?

- Or should I not set this monster, and get attacked directly for 2700?

Either way, your opponent loses out. I'm starting to really, really like this card. I just don't like the name change. What was wrong with "Jackal Paladin"? Was this some kind of test to see what you should change Black Paladin's name to or what?

Anyway, this is probably the only decent level 7+ monster a light deck should use right now (and maybe Moisture Creature...). Lots of fun whenever you catch your opponent with one monster in his/her hand (which will probably happen more often than you think). Of course, don't return useful monsters like Witch, Critter, or a flip-effect. Return useless cards. Like Kycoos, which won't help your opponent at all against a 2700-ATK monster. And against an Exodia deck, if you can keep returning some useless monster to your opponent they won't be able to draw Exodia.

If you can find a way to summon it effectively, you might even consider this for use in a Yata deck as a second lock card (even though it's not a real lock).

Rating:
Casual: 3.8/5
Tourney: 3.5/5 

Martin
Mystical Knight of Jackal

Light/Beast-Warrior/7 stars/ATK 2700/DEF 1200
You can return your opponent’s own monster that is sent to the Graveyard by this monster as a result of battle to the top of his/her Deck.


Mystical Knight of Jackal has a pretty strategic effect. Just about any card that lets you manipulate your opponent's draw step is ludicrously tactical. However, what it takes to get it out is not quite convenient.

The whole double tribute thing is a big turn off, and also makes this entirely to slow to be reliable. The low defense on this monster makes it Witch of the Black Forest searchable, but why would you even play this over more consistent traps with similar objectives?

If you are looking to disrupt your opponent's draw step, just stick to cards like Time Seal or even Drop off. Mystical Knight of Jackal doesn't make the cut in real play.

Rating: 1.5

Sealed Rating: If you are playing in a draft, I would actually take this card as a pick. Having 2 monsters to tribute is a lot more likely here. Also, sending the same fallen card back to your opponents hand as a counter-productive draw will definitely give you a significant advantage on your opponent. 

 

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