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

Stumbling
 

As long as this card remains face-up on the field, any monster that is Normal Summoned, Flip Summoned or Special Summoned successfully is changed to Defense Position.

Type - Spell
Card Number - IOC-035

Card Ratings
Traditional: 2.83
Advanced: 3.95

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


Date Reviewed - 06.01.05

 

ExMinion OfDarkness
Stumbling

Luckily, I duel with a group of friends, of which one of their fathers runs a deck involving Stumbling, so I have a lot of experience playing against this card.

Stumbling is basically a combo card; you can't throw one copy of Stumbling into a cookie-cutter deck and expect it to save you in several games.

Situations in which Stumbling will help you immensely:
*You're playing monster cards that are unaffected by Spells. (Horus Lv. 6, anyone?)

*You're playing Total Defense Shogun, who works better from Defense Position anyway.

*You're playing something that has a strong defense, weak attack, and needs to be face-up to get some kind of effect. This leads to...

*YOU'RE PLAYING BANISHER OF THE LIGHT IN A REMOVE FROM GAME DECK. This is the deck I was eluding to earlier. I can not count how many times this guy has played Stumbling + Banisher on the first turn when I had a Nobleman of Crossout in my hand that would otherwise have nailed the Banisher. A 2000 DEF wall that you can't Crossout is hard to get through -- especially when any option you use to get rid of it won't be coming back later. Okay, so you're going to use Tribe...better not discard Serpent, because it'd be RFG'd. Magician of Faiths become useless in reviving Pot/Graceful/Delinquent if they're RFG'd right after you use them. Decks that depend on BLS utterly fail if they can't move things into the Graveyard.

The mos naturally occuring counter to a deck involving Stumbling (besides the M/T removal) is Enemy Controller. If they want their own monsters going into Defense Position, the ATK scores of their monsters would be less than phenomenal. Switching their monsters into ATK could lead to a nasty suprise!

Traditional: 1.25/5
Advanced: 3/5

Lord
Tranorix
Stumbling

Stumbling’s a very interesting card. It’s sort of like The Dark Door but in my opinion better than The Dark Door. Being a Continuous Spell gives it the drawback of being pretty vulnerable, but if your opponent can’t get rid of it, it’ll be annoying him for a long time.

Any monster that’s summoned goes to Defense Position. If you summon a Jinzo, it goes to Defense Position and it can’t attack that turn. Summon a Dream Clown, and it goes to Defense Position immediately, allowing you to destroy a monster.

It’s true that Stumbling will only realistically stop monsters for one turn, so it’s not necessarily the greatest stall card out there. Its best use comes in the revitalized Clown Control Deck, where it can allow your Dream Clowns (and/or Blade Rabbits) to get their effects off much more quickly (and yes, it does also serve as a stall card).

Elsewhere I’d probably avoid it, as it hinders offensive decks too much and isn’t that helpful to defensive decks, except as a very temporary staller.

Traditional – CCCC: 1.5/5
Traditional – Clown Control: 4.5/5
Advanced – CCWC: 2/5
Advanced – Clown Control: 5/5
OVERALL RATING: 3.3/5
Snapper Stumbling

Today’s card is Stumbling, a Spell that can benefit Trample Decks to a certain degree.

While Stumbling is face-up on the field, when a monster is summoned it is changed to Defense Position. The effect should be easy to understand; basically any monster that comes onto the field after Stumbling is activated goes to Defense Position. Note that it’s AFTER Stumbling is activated, so any monsters on the field prior to Stumbling’s activation can remain in whatever position they’re in.

The effect can be useful, giving both players a chance to properly defend themselves before a newly summoned monster can attack them. As already said, the effect can benefit a Deck focused around monsters with a trample ability. Just have a few Airknight Parshath and a couple of Enraged Battle Ox (and maybe some Beasts) on the field before you use Stumbling and you should win in no time (assuming your opponent’s out of S/T destruction). All in all, Stumbling can be a useful Spell. But in most cases I’d advise something that only affects the opponent, such as Swords of Concealing Light.

Advanced: 3.5/5. No witty comment available.
Traditional: 3/5. Beware of S/T destruction.
Overall: 2.25/5.
Art: 2/5. It’s Name That Monster Time! I see Gagagigo, crawling along the path to the Darkside.
Dark Paladin Stumbling

Continuous Spell

As long as this card remains face up on the field, any monster that is Normal summoned, Flip summoned, or Special summoned successfully is changed to defense posistion.

This card is a Staple for a Stall deck. Level Limit Area B is arguably better but that doesn't make Stumbling a bad card at all. This gives the stall deck at least one turn to deal with stuff. I mean, Continuous Spell is meh but the effect is good.

In your Stall deck maxed out on Level Limit Area B and Gravity Bind this card is definately a welcome addition. This card does have some uses elsewhere though.
The only "negative" on this card is the fact that it effects your monsters too but that's no big deal.

This card is also a good choice for an Exodia deck too I believe if you can fit it in or even in a Final Countdown deck for those of you bold enough to run one of those.

Ratings:

Traditional (stall): 3.0/5
Traditional (Exodia/Final Countdown): 3.6/5 Traditional (general): 3.3/5

Advanced (stall): 3.8/5
Advanced (Exodia/Final Countdown): 4.3/5 Advanced (general): 4.1/5

Overall Rating: 3.7/5

(Sorry to give 7 ratings like that)

You stay classy, Planet Earth :)
Otaku

Stats                : This is a Continuous Spell.  The downside is that its effect will end if it is destroyed.  The upside is that the effect this card places upon the field will last until the card is negated or destroyed.

Effect(s)            : When a Monster is Normal, Flip, or Special Summoned, it gets kicked into DEF mode.  This is a simple effect, neither to powerful nor too weak.  Obviously, it will slow down the pace of the game, making it so only cards with effects like Total Defense Shogun (don’t know if anything else has his effect, mind you), can attack the turn they are summoned with out using a position changing card.

Uses and

Combinations  : A solid stall tactic, Stumbling thus works best in a stall deck.  It can by time for weaker attackers that would still themselves be locked into DEF mode.  Even in a “normal” deck, it can be useful since many, many strong attackers have horrid DEF scores, thus giving your own beatsticks time to kill opposing ones.  Oh, did I mention it makes Berserk Gorilla go boom?  Finally, as a general use, it makes manually flipping Flip Effect Monsters much nicer, since they’ll be forced into DEF mode afterwards.  Ninja Grand Master Sasuke should love this card, since it set sup for his effect to destroy the Monster.

Ratings

Traditional       : 1/5-It won’t survive long enough here… and Chaos Emperor Dragon usually doesn’t need to attack.

Advanced        : 3/5-Useful in some decks, useless in others.

Limited            : 4/5-Here I think it’s pretty good, forcing beatsticks into their weaker DEF mode, so you can pick them off will defeat many decks in this format.

Summary

Stumbling is a very solid card that can fit into most decks, but works best when used with a solid theme.

-Otaku


Coin Flip

Stumbling is actually one of the better cards in the game. It is unbelievable in Clown Control and simply gorgeous with a few proper monsters. It basically puts a condition on the field. A common problem a lot of aggressive decks have is that their monsters have enough ATK to handle themselves, but something stupid like a Don Zaloog can hit them in DEF. Going along with yesterday's card, this is a godsend for quite a few stall decks. Let's say you have a few Des Lacoodas and maybe one or two of the Swarm monsters, but you know that Level-Limit Area B won't stop the Mystic Swordsman LV2 your opponent sided in. Stumbling 'em away. Much like Big-Tusked Mammoth or its spell equivalent, this doesn't stop them forever, but it stops them for long enough.

I like it in Clown Control, and I like it in some Flip Face Down decks.

General:
Traditional: 2.4/5
Advanced: 3/5

Clown Control
Traditional: 4/5
Advanced: 4.5/5

Flip Face Down deck:
Traditional: 3.5/5
Advanced: 4/5
 

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