Pojo's Yu-Gi-Oh Card of the Day
Call of the
If there is no monster
on your side of the field, you can Special Summon 1
Zombie-Type monster from your hand. You can use this
cardís effect once per turn.
- Continuous Spell
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 7.26.04
Call of the Mummy
Today we have a card that most decks overlook, and
that a Zombie deck should try 1 or 2 of.
Many Zombie decks play more high-level monsters than
usual, and for good reason (Despair/Fear from the
Dark, Vampire Lord, Ryu Kokki...) Call of the Mummy
gives you one more way to special summon the powerful
creatures if Painful Choice/Book of Life never come up
and all of the tribute monsters get stuck in your
The bad thing about this card is the loss of hand
advantage. If you ARE able to swarm with this card,
and your opponent has a way to deal with it, you put
yourself in serious disadvantage (Slightly less if
playing in the ban format that UDE is introducing, but
still a bad situation to be in.)
Still, I'd say to use one in Zombie and see how it
Monday: Call of the Mummy
We open things off with Call of the Mummy, one of the
better cards we're reviewing this week
(unfortunately). That said, it IS a good card; it's a
great choice for Zombie decks, as you can use it to
Special Summon higher-level Zombies without tributing.
Despair from the Dark, Ryu-Kokki, Patrician of
Darkness, and Vampire Lord are just some examples.
Don't doubt that this effect could be game-breaking.
There are downsides too, of course. Being a Continuous
Spell, it's pretty vulnerable to S/T removal. Also,
the effect can only be used if you have no other
monsters on your field; so it's not exactly the best
card to swarm your opponent with. You can, however,
Special Summon with this first, then just Normal
Summon something else. And just a reminder, this
effect can only be used during your own turn, during
Main Phase 1 or 2.
Essentially, CotM is a card that deserves a spot in
most Zombie decks, if only as a great way to get
heavy-hitters onto the field quickly. Anywhere else,
of course, it's pretty much worthless; outside of
Spirit Reaper and Vampire Lord, typical decks don't
run many Zombies.
Typical tournament deck: 1.5/5
Zombie deck: 4/5
OVERALL RATING: 2.8/5
Call of the Mummy is a Permanent Spell Card. Now,
obviously it would be best if it were either a
or a Quick-Play Spell Card that left an effect on the
field, but that would probably be broken. So, being a
Permanent Spell Card is best. If it were a Trap,
youíd have to wait a turn. If it were an Equip, itíd
probably have to work like Zombie only Pre-Mature
Burial (albeit one that targeted your hand for a
Special Summon). So in the long run, this is best.
Well, maybe a Field Spell would have been better, at
least with respect to certain Zombies. Maybe someday
weíll get one of those twoÖ
Okay, having some trouble getting new rulings right
now, so if I say something wrong, I fully apologize.
The effect of Call of the Mummy lets you Special
Summon a Zombie from your hand if you have no other
monsters on your side of the field. This card is
pretty good for Zombie decks, as you will almost
always be able to get a Zombie on the field, and often
two (use Call of the Mummy and then do your Normal
Summon). Sadly, like so many Yu-Gi-Oh cards, the
wording is misleading. This cardís effect can be used
once each of your turns. On the bright side,
it can be used Main Phase 1 or Main Phase 2, and
multiples do stack. Why does that matter? As I said,
Main Phase 1 or 2Ö for a singe copy. So one
copy can be used Main Phase 1 and the other, if you
ram into a Mirror Force or get nailed by Ring of
Destruction, can be used Main Phase 2 so your opponent
doesnít get a clear shot at you. Finally for the
effect, let me add that yes, if Call of the Mummy gets
nuked before the effect finished resolving, the effect
is negated. This can actually make the card usefulÖ
I think this is a must have for Zombie decks. Think
of your normal Trap compliment. Most people still run
something along the lines of Call of the Haunted,
Imperial Order, Mirror Force, and Ring of Destruction,
and probably some one or two I have forgotten. As for
me, I tend to be Trap heavy, also running multiple
Raigeki Breaks and Waboku.
Well, with a few Magic Drains (probably swap them in
for the Breaks) and we still have a good 10 Traps.
Now, factor in three Call of the Mummy. If you space
them right, thatís more than the normal Spell/Trap
destruction, especially if they end up having to burn
a Mystical Space Typhoon for so Drain didnít negate
something good. So what am I getting at? Properly
run, either your opponent focuses on destroying Call
of the Mummy, letting saving your IO, your MF, etc, or
they donít nail them, letting you get their great
4/5-A must have for Zombie decks (4.5/5 if playing
with the bans).
3/5-Zombie decks are weaker here, but this is a great
card for them. Remember, with me, a 3/5 for a
specific deck means that itís junk in a normal deck,
but more like a 4/5 for that deck (so I really liked
this in casual). Yeah, it seems confusing, but itís
how I do it. If playing with bans, it jumps to a
4/5-This is from PGD, which specialized in Zombies.
So you should be able to get its effect. If doing
some kind of Draft-Sealed, you build decks from fresh
packs where as Draft Limited you get to chose from
pack contents that vary in method according to Draft
type- itís a 4.75/5-You donít want anyone else to get
it even if you, for example, are focusing on Insects
(also strong in that set).
game needs more of this kind of balanced but great
cards that help out themed decks (other than ďI am the
rich netdecker themed
Call of the Mummy
This is Zombie Speed.
Gives Monster advantage. You could drop a Vampire Lord
or Despair from the Dark first turn. Not bad. It's
also continuous. which means if it's out long enough,
you could use it again.
Easy m/t bait. It is also a horrible topdeck. You have
to SS a Zombie, too, not just any old creature. Can be
useless if you summon before use, too.
Overall, I give Call of the Mummy a 8/10 in Zombie
decks and a 2/10 in anything else.
Monday: Call of the Mummy
For: Zombie Decks
Here we begin Playable Zombie week with
Call of the Mummy. A very, very specialized card, Call
of the Mummy (CotM) is an excellent choice for zombie
decks that want to go tribute heavy with Despair from
the Dark. We'll begin our review.
effect will be wasted unless you run out a powerful
zombie monster such as Vampire Lord, Despair from the
Dark, or Ryu Kokki. Regardless of whether you control
the field or not, you're also burning a card from your
hand. Therefore, this card basically equals 2 cards
from hand (Monster + CotM) to control the field. It
can also save your hand, by bringing out tribute
monsters for no cost. 6/10.
Draw for the Situation:
need a zombie in your hand to make full use of this
card. Typically, a zombie deck will run 8-12 zombies,
meaning you have about a 1/4 chance of utilizing the
card. Take care to note that this card is also a
horrible topdeck, and also does not work when you have
many monsters on the field. It's really only effective
in the opening-midgame when you have more cards,
garnering it a 4/10.
is often the only option for bringing out zombies fast
for a swarm. The special summon effect allows you to
swarm quickly. It's also a permanent spell, allowing
it to live for a bit. Unfortunately, as spell cards
go, this doesn't exactly possess an overwhelmingly
powerful effect. In fact, its effect is rather puny.
put, this card requires a zombie in hand for use. For
about 2-3 tribute zombies in your deck, CotM will do
an excellent job. For the other 6-10 zombies in the
deck, it'll do a rather paltry job. A 30% chance of
success, coupled with the slim prospect of bringing
out tribute monsters for no cost, equals a
should only run this card if you're also running
Despair from the Darkness. Otherwise, it's not a very
Score: 4.75/10 x 10= 47.5/100
it combos with:
Despair from the Darkness, Ryu Kokki, Patrician of
Darkness, Vampire Lord.