Pojo's Yu-Gi-Oh Card of the Day
players select 1 monster on their respective fields
and switch control of them to each other. The battle
positions of these cards cannot change during the
turn this card is activated.
- Normal Spell
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 8.3.04
This is the third and most likely last time we will
ever review this card. What more can be said that we
don't know already? A few things, given the Ban List.
*With Change of Heart gone, there HAS to be a way to
permanently take monsters outside of Snatch Steal.
People were running this to the two they were allowed
for good reason.
*With Delinquent Duo banned, Sinister Serpent may see
slightly less play -- but then again, maybe not, as
CED still sees a fair amount of play and one person
having a Serpent changes everything after blowing up
the world. Sinister is important because it's the most
swapped over to the opponent card. Take their mon, get
your Serpent back next turn. In that situation, it IS
a permanent Change of Heart that costs you your summon
for the turn.
EMoD says: Play 2 in your post-ban deck. Or I'll
personally come and smack you.
Tuesday: Creature Swap
Creature Swap is also a card whose playability has
skyrocketed from its LoD release as an Ultra Rare,
which is understandable; it's semi-restricted for a
reason. Creature Swap can instantly turn a game
around, and it's extremely frustrating to be hit by it
when you think youíre ahead.
Some obvious uses are to swap your opponent your
Witch, Sangan, or Tomato, kill them, and get their
effects; you can summon a Spirit and swap it with
something just to get the Spirit back at the end of
the turn; you can swap a Spirit Reaper and ram
Scientist fusions into it for an instant win; you can
even use Scientist and Creature Swap a Reaper on the
Nightmare to your opponent, use Scientist again to get
Metal Dragons, and pump them with Limiters. That last
one is very annoying...
There are disadvantages though. Creature Swap is a
dead draw unless you and your opponent both have
monsters; and even if you do, you won't necessarily
want to use Creature Swap on them. It's a great card,
but it should be used intelligently.
Typical tournament deck: 3.5/5
Scientist deck (not necessarily FTK): 4.5/5
OVERALL RATING: 4/5
This is a ďnormalĒ Spell card. Not much else I can
say about it-if it were an Equip or a Permanent, itíd
be worse (unless the effect was re-useable), if it
were a Quick-Play itíd have a good Defensive
application, and as a Trap itíd be just a little worse
(Trap hate/delay versus use on opponentís turn).
The effect of this card is pretty spiffy. You chose
one of your monsters, your opponent chooses one of
their monsters, and you swap them. Note that Battle
Positions canít be changed the turn of the swap (so
you canít pull a lot of CoH
tricks like nabbing a seemingly spent Goblin Attack
Force or activating a Flip Effect Monster you just
swiped). Still, the effect, on its own, is solid. It
can hurt you, but usually it will help. Note that the
actual choosing occurs when the card resolves. This
is bane and a blessing. Why? You can chain a lot of
cards to Creature Swap that will ruin the cardís
effect. If I chain something like a Call of the
Haunted, your opponent can stick you with an even
crappier monster than you gave them. If I chain a
Ring of Destruction and nuke the only monster on one
player or the otherís field, then the effect will
resolve as nothing. The worst case is if you had one
decent monster and went to trade a second bad oneÖ I
could ring the bad one and make you give me something
better than what I had! Oh, and be careful what your
target-I donít know if this counts as being targeted,
but Iíd say it probably is at least on your end, which
means if you try to swap away your Spirit Reaper, it
should die. You canít target some obscure creatures,
like Blindly Loyal Goblin-doing so just means you gave
your opponent a peek at one of your cards.
Hereís why it will usually help. For what will
probably be the tenth time, this card has some simple
but effective rules and combos to make it work great.
Rule number one is to make sure they only have one
monster on the field. This means you know what youíll
be getting. Rules number two and on areÖ well, all
the normal stuff you must do: make sure your opponent
canít take advantage of what you give them, carefully
consider your move, make sure you donít waste it
unless you think your opponent has some hand
destruction that will ďwaste itĒ for you, etc. Okay,
now for the combos:
Trade a Witch of the Black Forest or Sangan, as you
will get their effect when you kill them, and if you
had them face up, you will also score some damage
Trade something like a Mystic Tomato, Giant Rat,
Pyramid Turtle, etc. and get out some good stuff
like Don Zaloog,
Injection Fairy Lily (if legal), and Vampire Lord.
Trade them something like Giant Germ or Nimble
Momonga to get some
extra monsters on the field and do some burn damage
Trade them a Sinister Serpent, especially in attack
mode (for easy damage)-congrats, you basically got a
free change of heart for destroying a monster.
Summon a Spirit Monster like
Yata and trade it. This is a mixed bad
though-you canít attack Yata
without killing it, so unless they had something
else that was puny, you got a monster at the cost of
skipping your Battle Phase.
Send over some stupid tokens like Scapegoat
(Scapegoat is both a friend and a foe of this card ;)
Use something like Magical Scientist that summons
creatures that die at the end of the turn (or has a
ridiculous upkeep cost). If you had to do this
before battling, summon and give them one of the
horrid Fusions and come out ahead, slightly. Lowest
I found was Fusionist, but there are probably
worse. Itís got a 900 ATK. So if you burn 1000 LP
to summon it and another to summon something with an
ATK of 2100, you come out 200 ahead. I didnít say
it was a good combo. ;)
Use another control card and then give them back
their own monster. This is really only effective
with Change of Heart though, as say Snatch Steal
would still give them LP gain while it existed, and
most other methods of control swapping are too
There are probably some I have forgotten, but just
read the old reviews. ;)
4.5/5-Pratcially a staple here. This is where the
Timmys, and their
hybridized brethren can experiment and *gasp*
play the game for fun! As such, you tend to see a lot
of big monsters that wouldnít remain in play long
enough in a super competitive tournament setting to
justify the difficulty of running them. This is great
insurance for their decks and against them.
3.5/5-I wonder if Iíll have
the lowest score? I have seen how sick this card can
be. However, itís not the most reliable. You have
Jinzo and I have a DD Warrior Lady. Creature Swap
doesnít help you much. Change of Heart would, but
Swap wouldnít. Donít get me wrong-in what seems to be
the rage now, Chaos Decks, I think you should do your
best to work it in-your deck should have plenty of
effect monsters that can be ďused upĒ before swapping.
3.5/5-Mixed bag here. If you are losing, your
opponent probably has multiple monsters out. If you
are winning, itís only good if you can summon
something bad, swap it for something better, and run
over what you gave, and if you couldnít do better just
summoning what you had in hand.
good card that we review to often, I donít like it to
much myself because I am beginning to think that it is
too easily abused. Or
maybe I am just holding a grudge. ;)
Yet another brutal card, but unlike yesterday's CotD,
it doesn't see as much play as it deserves.
Give permanent control of an opponent's creature. You
could easily punish your Sinister with whatever you
have after swapping it to them. The same can be done
with Reaper, Yata, Searchers, or Element Searchers. It
makes this card broken, IMO. I only wish I had 2
You have to give up a creature yourself. That can be
bad if they send you a searcher or Sinister of their
own. I hate it when that happens, too. I still like
this card, though.
Overall, Creature Swap gets a 8.9/10. It's one of the
most abusable cards there is.
Tuesday: Creature Swap
For: Any Deck
Tuesday brings us Creature Swap, which
was already reviewed in my article on the World
Championships. Looks like both ExMinion and I realized
it was used in the final! Here's a reprint of the
properly, Creature Swap will hopefully give them a
searcher (Witch, Sangan), a different searcher (Giant
Germ, Pyramid Turtle, Shining Angel, Mystic Tomato), a
sinister serpent, a Yata-Garasu, or a scapegoat token.
In almost all instances, you're either losing no
monster, getting it back the next turn, or getting a
searcher to replace it! Thus, you're basically
upgrading your monster for the cost of one card.
You'll also do 1000+ life point damage with the card.
Best Draw for the Situation:
This is a good card to have when
losing. Also, you can switch a face up monster like
sinister serpent, picking up their monster then
attacking it for a lot of damage. This card works well
in all phases of play, and only truly fails when you
have no monster to afford (a not too rare situation).
There is no other card in the game that
offers permanent control without a cost (the others,
snatch steal and falling down, have prohibitive life
point costs). Of course, it wastes a card from your
hand, but nothing does what Creature Swap can do. This
is a highly effective card in the right deck.
This is the weak point of Creature
Swap. To use it properly, you'll need a decent monster
of your own to "waste". You'll also need preferably
one good monster of theirs on the field (otherwise,
they'd just give you the inferior one). You'll also
need a clear path to attack. Creature Swap doesn't
work if the situations don't line up perfectly. It's
not as dependable as a change of heart or snatch
steal, lowering it to 6/10.
The Bottom Line:
If you're packing plenty of Swappable
cards, this is a great card.
A BAD Score: 30/40=
Cards it combos well with: Sinister Serpent, Witch of
the Black Forest, Sangan, Yata-Garasu, Pyramid Turtle,
Mystic Tomato, Giant Germ, other searchers/weaksticks.